QuickSpraySelector
Replaces the Graffiti Minigame with a weapon wheel style selector. Press cancel to spray last used piece.
CHANGELOG
Changelog
1.0.2
- Show the longer gameplay GIF first.
- Documentation update; gameplay is unchanged.
1.0.1
- Added two gameplay GIFs and shortened the package description.
- Documentation update; gameplay is unchanged.
QuickSpraySelector
1.0.0
- First public release of QuickSpraySelector by Stooo.
- Replace the graffiti minigame with a weapon wheel style selector for collected artwork, with a central preview and controls that follow the game's bindings.
- Support either analog stick, mouse, D-pad and keyboard; cancel sprays the last used piece for the current size.
- Keep native character poses, paint effects and finishing animations, with animated paint styling, selection sounds and camera motion.
- Keep foreground dots sharp and background blur working across area changes, with adjustable blur quality.
- Known issue: The screen may hang for a second on the first spray after launching the game.
0.22.3
- Keep the native blur volume alive across area changes.
- Rebuild incomplete blur state and bind the current camera after transitions, restoring the previous camera settings safely.
- Clean up destroyed camera-layer references when binding another camera.
0.22.2
- Let yellow dots drift briefly, slow to a complete stop after 1.5 seconds, and remain suspended while choosing.
- Reduce the opening dot emission by 25% and stop emitting after preparation, keeping a smaller fixed field.
- Preserve sharp foreground dots, the separate cloud tail and native finishing effects.
0.22.1
- Give the native yellow dots a separate, gentle playback clock so later wheel openings no longer fling them away at the native effect's initial 100x speed.
- Prepare the dots once per opening while preserving their native shape, motion, sizes and lifetime; keep them sharp in front of the wheel.
- Keep the large cloud's finite tail and regular finishing effects unchanged.
0.22.0
- Draw the native yellow dots in front of the wheel, preserving their world positions, sizes and colors while keeping them sharp during background blur.
- Limit randomized can-lid selection sounds to three owned voices, reusing an idle voice or replacing the oldest.
- Replace repeating camera shake with subtle, irregular handheld sway and roll.
- Reuse one particle buffer and the native dot texture; no additional scene camera, render target or blur pass.
0.21.3
- Let the large native paint cloud continue moving and shrinking slowly, then expire instead of freezing over the wall.
- Preserve the floating yellow dots and native opening burst/hit-pause.
- Stop only the separate cloud and streak emitters after the opening burst; keep existing particles alive until their natural expiry.
- Freeze the owned effect during gameplay pause and clean it up on selector exit.
0.21.2
- Match the native paint effect's two-stage slowdown and brief animation hit-pause.
- Preserve the native prefab's particle and animation settings, removing the custom speed floor and emission/deletion timers.
- Remove the independently owned cloud when leaving the selector, keeping normal finishing effects intact.
0.21.1
- Let the native yellow paint cloud animate on opening rather than holding a frozen sample.
- Stop emission after one brief burst, allow live particles to expire and remove the effect automatically.
- Keep the random selector pose, original pose option, hidden cursor and native finishing spray intact.
0.21.0
- Include the original incoming character pose as an equal option alongside the eight directional selector poses.
- Hide the system mouse cursor during selection while retaining mouse aiming, clicks and scrolling.
- Show the native yellow paint-cloud effect attached to the display character, sampled once and held without continual particle emission or simulation.
- Remove the owned cloud on confirmation, cancellation and unload, keeping native finishing effects and rewards unchanged.
0.20.0
- Move random character poses to the open selector and keep the existing yellow graffiti boost attached to the character.
- Restore the unchanged native finishing spray animation after confirmation; remove the added directional paint slash from completion.
- Aim with either analog stick or the mouse, with deliberate device handover and resting-input suppression after D-pad/page changes.
- Add left-click to spray, right-click to use last/cancel, and mouse-wheel paging. Restore cursor and animator state on exit.
0.19.0
- Randomly play one of the game's eight directional graffiti poses when confirming an artwork or spraying the last-used piece.
- Keep the matching native yellow paint slash and recovery animation within the existing spray sequence.
- Preserve native reveal timing, painting, rewards and cleanup; small tags and safe cancellation keep their usual behavior.
0.18.1
- Make the initial camera attachment pull about 20% quicker while keeping the same orbit strength and smooth settling.
0.18.0
- Replace the selection camera kick and rubber-band rebound with smooth medium-strength orbital attachment to highlighted artwork.
- Pull clockwise for pieces on the left and counterclockwise for pieces on the right, with vertical orbit guidance too.
- Move position and aim together around the character while retaining the slow circular drift and subtle shake.
- Follow the initial or remembered selection as well as subsequent highlights, with consistent motion across frame rates.
- Preserve camera restoration, the lighter graphics defaults and the existing ten-second delay/five-second blur fade.
0.17.0
- Add circular horizontal/vertical camera drift with a random starting direction and slightly stronger subtle shake.
- Kick the camera toward highlighted artwork with a strong, bounded, frame-rate-independent rubber-band return.
- Delay blur by ten seconds, then fade over five seconds with a linear ramp and a curved final second.
- Reduce liquid geometry by about 62%, use 2x antialiasing and cap the render target at 2048 pixels.
- Default native blur to Medium and expose blur quality and enable/disable settings.
- Cache collected-graffiti filtering and artwork text helpers instead of recreating them every wheel frame.
0.16.0
- Slowly sway the scene camera around the character with a subtle shake; keep the wheel steady.
- Wait six seconds before fading native blur in over three seconds with a smooth S-curve.
- Restore the scene camera before the native spray animation, on pause and on exit.
0.15.2
- Remove startup blur preparation in WarmResources.
- Ensure blur uses only already loaded resources when wheel opens.
0.15.1
- Replace the inactive shader-based blur with the game's native depth-of-field effect.
- Read native post-processing resources directly and restore camera settings when the selector closes.
0.15.0
- Add a live FPS-style background blur beneath the selector.
- Keep the wheel, graffiti preview and configured button hints sharp.
- Remove blur immediately on confirmation, cancellation, pause and cleanup.
0.14.0
First public release preparation.
- Choose collected graffiti from a wheel with thumbnails and a center preview.
- Analog-stick, D-pad and keyboard navigation, with configured button helpers.
- Remember the last sprayed piece for each size; cancel recalls it.
- Preserve the game's native spray animation and reward sequence.
- Animated paint styling and random spray-can lid sounds on selection changes.
Known issue: the first graffiti interaction after starting the game may briefly hang.